Lights in Unreal best practices

Hi all,
I am fairly new to unreal and building a massive visualisation that contains thousands of street-lights and interior building lights. I thought moving over to unreal 5.5 might automatically fix my frame rate issue, but clearly I am just not setting things up optimally.

Notes:
I am using nanite and lumen
Will be making cinematics but also need a live version to flythrough with clients
I have 1 building being replicated about 100 times, there are ~6 small lights outside each of them
I have a lot of street lights also
I am using Ultra Dynamic Sky and having lights come on in the evening
I have turned off dynamic shadows
I don’t need to move the lights at all

I thought I would build the house into a blueprint and add the lights there and then place the blueprints. However to do this it looks like my lights need to be set to ‘moveable’, which I guess takes up a lot more juice than static/stationary.

Are lights inside blueprints bad? (although I need them in BP for the ability to switch them on at night!)
Should I just put all my lights in a separate folder and set them to stationary? What is the most efficient setup because I am clearly not doing it right.

Would love some guidance from someone more knowledgeable than myself>
Much appreciated,
Phil